整体思路
在15*15的棋盘上每一个可下棋子的地方都放置一个“隐形的棋子”,当要在某个位置下子时就将该位置的棋子显示出来,在判断输赢逻辑里,我们根据这225个”隐形棋子”的状态(黑,白,无)判断输赢
涉及知识点
- 场景切换
- 按钮事件监听
- 节点事件监听
- 节点数组
- 循环中闭包的应用
- 动态更换sprite图片
- 定时器
关于人机算法
参考了http://www.jb51.cc/article/p-zkahgsef-pc.html
- 新建工程
cc.Class({ extends: cc.Component,startGame:function(){ cc.director.loadScene('Game'); } });
- 然后将其添加为Menu场景的Canvas的组件
现在我们在Menu场景里点击一下人机按钮就会跳转到游戏场景了
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将其改名为Chess拖入下面assets文件夹使其成为预制资源
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制作一个结束场景
- 新建Game脚步添加到ChessBoard节点下
cc.Class({ extends: cc.Component,properties: { overSprite:{ default:null,type:cc.Sprite,},overLabel:{ default:null,type:cc.Label },chessPrefab:{//棋子的预制资源 default:null,type:cc.Prefab },chessList:{//棋子节点的集合,用一维数组表示二维位置 default: [],type: [cc.node] },whiteSpriteFrame:{//白棋的图片 default:null,type:cc.SpriteFrame },blackSpriteFrame:{//黑棋的图片 default:null,touchChess:{//每一回合落下的棋子 default:null,type:cc.Node,visible:false//属性窗口不显示 },gameState:'white',fiveGroup:[],//五元组 fiveGroupscore:[]//五元组分数 },//重新开始 startGame(){ cc.director.loadScene("Game"); },//返回菜单 toMenu(){ cc.director.loadScene("Menu"); },onLoad: function () { this.overSprite.node.x = 10000;//让结束画面位于屏幕外 var self = this; //初始化棋盘上225个棋子节点,并为每个节点添加事件 for(var y = 0;y<15;y++){ for(var x = 0;x < 15;x++){ var newNode = cc.instantiate(this.chessPrefab);//复制Chess预制资源 this.node.addChild(newNode); //根据棋盘和棋子大小计算使每个棋子节点位于指定位置 newNode.setPosition(cc.p(x*40+20,y*40+20)); newNode.tag = y*15+x;//根据每个节点的tag就可以算出其二维坐标 newNode.on(cc.Node.EventType.TOUCH_END,function(event){ self.touchChess = this; if(self.gameState === 'black' && this.getComponent(cc.Sprite).spriteFrame === null){ this.getComponent(cc.Sprite).spriteFrame = self.blackSpriteFrame;//下子后添加棋子图片使棋子显示 self.judgeOver(); if(self.gameState == 'white'){ self.scheduleOnce(function(){self.ai()},1);//延迟一秒电脑下棋 } } }); this.chessList.push(newNode); } } //开局白棋(电脑)在棋盘中央下一子 this.chessList[112].getComponent(cc.Sprite).spriteFrame = this.whiteSpriteFrame; this.gameState = 'black'; //添加五元数组 //横向 for(var y=0;y<15;y++){ for(var x=0;x<11;x++){ this.fiveGroup.push([y*15+x,y*15+x+1,y*15+x+2,y*15+x+3,y*15+x+4]); } } //纵向 for(var x=0;x<15;x++){ for(var y=0;y<11;y++){ this.fiveGroup.push([y*15+x,(y+1)*15+x,(y+2)*15+x,(y+3)*15+x,(y+4)*15+x]); } } //右上斜向 for(var b=-10;b<=10;b++){ for(var x=0;x<11;x++){ if(b+x<0||b+x>10){ continue; }else{ this.fiveGroup.push([(b+x)*15+x,(b+x+1)*15+x+1,(b+x+2)*15+x+2,(b+x+3)*15+x+3,(b+x+4)*15+x+4]); } } } //右下斜向 for(var b=4;b<=24;b++){ for(var y=0;y<11;y++){ if(b-y<4||b-y>14){ continue; }else{ this.fiveGroup.push([y*15+b-y,(y+1)*15+b-y-1,(y+2)*15+b-y-2,(y+3)*15+b-y-3,(y+4)*15+b-y-4]); } } } },//电脑下棋逻辑 ai:function(){ //评分 for(var i=0;i<this.fiveGroup.length;i++){ var b=0;//五元组里黑棋的个数 var w=0;//五元组里白棋的个数 for(var j=0;j<5;j++){ this.getComponent(cc.Sprite).spriteFrame if(this.chessList[this.fiveGroup[i][j]].getComponent(cc.Sprite).spriteFrame == this.blackSpriteFrame){ b++; }else if(this.chessList[this.fiveGroup[i][j]].getComponent(cc.Sprite).spriteFrame == this.whiteSpriteFrame){ w++; } } if(b+w==0){ this.fiveGroupscore[i] = 7; }else if(b>0&&w>0){ this.fiveGroupscore[i] = 0; }else if(b==0&&w==1){ this.fiveGroupscore[i] = 35; }else if(b==0&&w==2){ this.fiveGroupscore[i] = 800; }else if(b==0&&w==3){ this.fiveGroupscore[i] = 15000; }else if(b==0&&w==4){ this.fiveGroupscore[i] = 800000; }else if(w==0&&b==1){ this.fiveGroupscore[i] = 15; }else if(w==0&&b==2){ this.fiveGroupscore[i] = 400; }else if(w==0&&b==3){ this.fiveGroupscore[i] = 1800; }else if(w==0&&b==4){ this.fiveGroupscore[i] = 100000; } } //找最高分的五元组 var hscore=0; var mPosition=0; for(var i=0;i<this.fiveGroupscore.length;i++){ if(this.fiveGroupscore[i]>hscore){ hscore = this.fiveGroupscore[i]; mPosition = (function(x){//js闭包 return x; })(i); } } //在最高分的五元组里找到最优下子位置 var flag1 = false;//无子 var flag2 = false;//有子 var nPosition = 0; for(var i=0;i<5;i++){ if(!flag1&&this.chessList[this.fiveGroup[mPosition][i]].getComponent(cc.Sprite).spriteFrame == null){ nPosition = (function(x){return x})(i); } if(!flag2&&this.chessList[this.fiveGroup[mPosition][i]].getComponent(cc.Sprite).spriteFrame != null){ flag1 = true; flag2 = true; } if(flag2&&this.chessList[this.fiveGroup[mPosition][i]].getComponent(cc.Sprite).spriteFrame == null){ nPosition = (function(x){return x})(i); break; } } //在最最优位置下子 this.chessList[this.fiveGroup[mPosition][nPosition]].getComponent(cc.Sprite).spriteFrame = this.whiteSpriteFrame; this.touchChess = this.chessList[this.fiveGroup[mPosition][nPosition]]; this.judgeOver(); },judgeOver:function(){ var x0 = this.touchChess.tag % 15; var y0 = parseInt(this.touchChess.tag / 15); //判断横向 var fiveCount = 0; for(var x = 0;x < 15;x++){ if((this.chessList[y0*15+x].getComponent(cc.Sprite)).spriteFrame === this.touchChess.getComponent(cc.Sprite).spriteFrame){ fiveCount++; if(fiveCount==5){ if(this.gameState === 'black'){ this.overLabel.string = "你赢了"; this.overSprite.node.x = 0; }else{ this.overLabel.string = "你输了"; this.overSprite.node.x = 0; } this.gameState = 'over'; return; } }else{ fiveCount=0; } } //判断纵向 fiveCount = 0; for(var y = 0;y < 15;y++){ if((this.chessList[y*15+x0].getComponent(cc.Sprite)).spriteFrame === this.touchChess.getComponent(cc.Sprite).spriteFrame){ fiveCount++; if(fiveCount==5){ if(this.gameState === 'black'){ this.overLabel.string = "你赢了"; this.overSprite.node.x = 0; }else{ this.overLabel.string = "你输了"; this.overSprite.node.x = 0; } this.gameState = 'over'; return; } }else{ fiveCount=0; } } //判断右上斜向 var f = y0 - x0; fiveCount = 0; for(var x = 0;x < 15;x++){ if(f+x < 0 || f+x > 14){ continue; } if((this.chessList[(f+x)*15+x].getComponent(cc.Sprite)).spriteFrame === this.touchChess.getComponent(cc.Sprite).spriteFrame){ fiveCount++; if(fiveCount==5){ if(this.gameState === 'black'){ this.overLabel.string = "你赢了"; this.overSprite.node.x = 0; }else{ this.overLabel.string = "你输了"; this.overSprite.node.x = 0; } this.gameState = 'over'; return; } }else{ fiveCount=0; } } //判断右下斜向 f = y0 + x0; fiveCount = 0; for(var x = 0;x < 15;x++){ if(f-x < 0 || f-x > 14){ continue; } if((this.chessList[(f-x)*15+x].getComponent(cc.Sprite)).spriteFrame === this.touchChess.getComponent(cc.Sprite).spriteFrame){ fiveCount++; if(fiveCount==5){ if(this.gameState === 'black'){ this.overLabel.string = "你赢了"; this.overSprite.node.x = 0; }else{ this.overLabel.string = "你输了"; this.overSprite.node.x = 0; } this.gameState = 'over'; return; } }else{ fiveCount=0; } } //没有输赢交换下子顺序 if(this.gameState === 'black'){ this.gameState = 'white'; }else{ this.gameState = 'black'; } } });
最终效果
对于初学者几个建议
1.虽然官方说对JavaScript的要求不高,但我还是建议大家能找一本js的书从头到尾的学习一下,比如循环中闭包的应用,如果不了解就会走很多弯路
2.官方文档api里的教程其实很全面了,但并不适合从头到尾那样”读着学“,我们应该找一些简单的游戏,亲自上手做,需要哪些功能就到文档里去找,做游戏的多了,也就可以脱离文档了
工程源码链接:http://pan.baidu.com/s/1gf0gQjh 密码:59ns
原文链接:https://www.f2er.com/cocos2dx/338234.html微信号:xinshouit 更新会在里面通知